/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
If you wish to modify a subobject, use the SubobjectDataSubsystem.
struct FSubobjectData
TArray<FSubobj...
ChildrenHandles
Set of child subobjects that use this subobject as a parent.
FSubobjectDataH...
Handle
Handle that will have a globally unique ID when it is constructed (i.e. when this is constructed)
FSubobjectDataH...
ParentObjectHandle
Handle to this object's parent. If this is invalid, then it is the root subobject.
TWeakObjectPtr<...
SCSNodePtr
For now, we need a pointer to the SCS node in order to have the correct component template and to be able to get the UBlueprint* from components.
TWeakObjectPtr<...
WeakObjectPtr
Weak ptr to the object instance represented by this node (e.g. component template)